feat(web): 角色群像按定位配比生成(role_mix 缩减版)
- 契约: CharacterGenerateRequest 加 role_mix{定位:数量},model_validator 归一
count=各值之和(每项≥1、总和≤12),缺省退回单一 role+count
- @llm: build_character_gen_context/run_character_gen 加 role_mix 参并注入配比块
(确定性、无时间戳,守 assemble 纯函数);router 穿参
- character-gen.md 加"按配比严格分配 role"纪律 + regen prompt_hashes 金标准
- 前端: sanitizeRoleMix/roleMixTotal + buildCharacterGenerateRequest 第4参 +
useCharacterGen 穿参 + RoleMixEditor + CharacterGenerator 单一/配比双模
This commit is contained in:
@@ -7,6 +7,7 @@ import { ThinkingIndicator } from "@/components/ThinkingIndicator";
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import { Button } from "@/components/ui/Button";
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import { Field } from "@/components/ui/Field";
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import { SectionHeader } from "@/components/ui/SectionHeader";
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import { SegmentedControl } from "@/components/ui/SegmentedControl";
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import { StatusNote } from "@/components/ui/StatusNote";
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import { TextInput } from "@/components/ui/TextInput";
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import type { CharacterCardView } from "@/lib/api/types";
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@@ -14,11 +15,26 @@ import {
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clampCharacterCount,
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MAX_CHARACTER_COUNT,
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MIN_CHARACTER_COUNT,
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roleMixTotal,
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sanitizeRoleMix,
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updateCard,
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} from "@/lib/generation/cards";
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import { useCharacterGen } from "@/lib/generation/useCharacterGen";
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import { CharacterCardItem } from "./CharacterCardItem";
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import { ConflictAdjudication } from "./ConflictAdjudication";
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import { RoleMixEditor, type RoleMixRow } from "./RoleMixEditor";
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type GenMode = "single" | "mix";
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const MODE_OPTIONS: Array<{ value: GenMode; label: string }> = [
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{ value: "single", label: "单一定位" },
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{ value: "mix", label: "按定位配比" },
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];
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const DEFAULT_MIX_ROWS: RoleMixRow[] = [
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{ role: "主角", count: 1 },
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{ role: "对手", count: 1 },
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];
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interface CharacterGeneratorProps {
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projectId: string;
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@@ -35,6 +51,10 @@ export function CharacterGenerator({
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const [brief, setBrief] = useState("");
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const [count, setCount] = useState(MIN_CHARACTER_COUNT);
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const [role, setRole] = useState("");
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const [mode, setMode] = useState<GenMode>("single");
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const [mixRows, setMixRows] = useState<RoleMixRow[]>(DEFAULT_MIX_ROWS);
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// 配比模式下的有效合计(sanitize 后,已按 MAX 截断)——门控生成按钮。
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const mixTotal = roleMixTotal(sanitizeRoleMix(mixRows));
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// 编辑态卡片(预览返回后拷贝进本地,允许就地改)。
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const [drafts, setDrafts] = useState<CharacterCardView[]>([]);
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const [selected, setSelected] = useState<Set<number>>(new Set());
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@@ -46,8 +66,17 @@ export function CharacterGenerator({
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}, []);
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const onGenerate = useCallback(async () => {
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if (mode === "mix") {
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await gen.generate({
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projectId,
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brief,
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count,
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roleMix: sanitizeRoleMix(mixRows),
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});
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return;
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}
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await gen.generate({ projectId, brief, count, role });
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}, [gen, projectId, brief, count, role]);
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}, [gen, projectId, brief, count, role, mode, mixRows]);
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// gen.cards 变化(新预览)→ 重新同步本地草稿。
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const previewKey = gen.cards.map((c) => c.name).join("|");
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@@ -96,43 +125,64 @@ export function CharacterGenerator({
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placeholder="如:一个亦正亦邪的剑修,背负灭门血仇"
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/>
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</Field>
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<div className="flex flex-wrap items-end gap-3">
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<Field
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label="数量"
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className="w-28"
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help={`${MIN_CHARACTER_COUNT}–${MAX_CHARACTER_COUNT} 张`}
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>
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<TextInput
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type="number"
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min={MIN_CHARACTER_COUNT}
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max={MAX_CHARACTER_COUNT}
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value={count}
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onChange={(e) =>
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setCount(clampCharacterCount(Number(e.target.value)))
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}
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/>
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</Field>
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<Field label="定位(可选)" className="min-w-[12rem] flex-1">
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<TextInput
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value={role}
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onChange={(e) => setRole(e.target.value)}
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placeholder="主角 / CP / 对手 / 导师 / 工具人"
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/>
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</Field>
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<Button
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onClick={() => void onGenerate()}
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disabled={
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generating ||
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brief.trim().length === 0 ||
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count < MIN_CHARACTER_COUNT ||
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count > MAX_CHARACTER_COUNT
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}
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variant="primary"
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>
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<Sparkles className="h-4 w-4" aria-hidden="true" />
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{generating ? "生成中…" : "生成"}
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</Button>
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<div className="mb-3">
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<SegmentedControl
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options={MODE_OPTIONS}
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value={mode}
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onChange={setMode}
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ariaLabel="生成模式"
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/>
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</div>
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{mode === "mix" ? (
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<Field
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label="角色定位配比"
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className="mb-3"
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help="每个定位产出对应数量,合计即总张数"
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>
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<RoleMixEditor rows={mixRows} onChange={setMixRows} />
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</Field>
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) : (
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<div className="mb-3 flex flex-wrap items-end gap-3">
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<Field
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label="数量"
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className="w-28"
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help={`${MIN_CHARACTER_COUNT}–${MAX_CHARACTER_COUNT} 张`}
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>
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<TextInput
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type="number"
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min={MIN_CHARACTER_COUNT}
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max={MAX_CHARACTER_COUNT}
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value={count}
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onChange={(e) =>
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setCount(clampCharacterCount(Number(e.target.value)))
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}
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/>
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</Field>
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<Field label="定位(可选)" className="min-w-[12rem] flex-1">
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<TextInput
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value={role}
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onChange={(e) => setRole(e.target.value)}
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placeholder="主角 / CP / 对手 / 导师 / 工具人"
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/>
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</Field>
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</div>
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)}
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<Button
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onClick={() => void onGenerate()}
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disabled={
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generating ||
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brief.trim().length === 0 ||
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(mode === "mix"
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? mixTotal < MIN_CHARACTER_COUNT
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: count < MIN_CHARACTER_COUNT || count > MAX_CHARACTER_COUNT)
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}
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variant="primary"
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>
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<Sparkles className="h-4 w-4" aria-hidden="true" />
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{generating ? "生成中…" : "生成"}
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</Button>
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</div>
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{generating ? (
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82
apps/web/components/generation/RoleMixEditor.tsx
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82
apps/web/components/generation/RoleMixEditor.tsx
Normal file
@@ -0,0 +1,82 @@
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"use client";
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import { Plus, X } from "lucide-react";
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import { Button } from "@/components/ui/Button";
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import { TextInput } from "@/components/ui/TextInput";
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import {
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MAX_CHARACTER_COUNT,
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MIN_CHARACTER_COUNT,
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roleMixTotal,
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sanitizeRoleMix,
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} from "@/lib/generation/cards";
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// 单行配比:某定位 + 该定位要生成的数量。
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export interface RoleMixRow {
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role: string;
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count: number;
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}
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interface RoleMixEditorProps {
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rows: RoleMixRow[];
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onChange: (rows: RoleMixRow[]) => void;
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}
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// 群像按定位配比编辑器(⑦):一组「定位 + 数量」行;合计封顶 MAX_CHARACTER_COUNT。
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// 不可变更新——每次编辑返回新数组,不改入参。
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export function RoleMixEditor({ rows, onChange }: RoleMixEditorProps) {
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// 有效合计 = sanitize 后的总数(已按 MAX 截断),即实际会生成的张数。
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const effectiveTotal = roleMixTotal(sanitizeRoleMix(rows));
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const updateRow = (index: number, patch: Partial<RoleMixRow>): void => {
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onChange(rows.map((r, i) => (i === index ? { ...r, ...patch } : r)));
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};
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const addRow = (): void => onChange([...rows, { role: "", count: 1 }]);
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const removeRow = (index: number): void =>
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onChange(rows.filter((_, i) => i !== index));
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return (
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<div className="flex flex-col gap-2" aria-label="角色定位配比">
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{rows.map((row, i) => (
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<div key={i} className="flex items-center gap-2">
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<TextInput
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value={row.role}
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onChange={(e) => updateRow(i, { role: e.target.value })}
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placeholder="定位:主角 / 对手 / 配角"
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aria-label={`第 ${i + 1} 行定位`}
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className="min-w-[10rem] flex-1"
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/>
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<TextInput
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type="number"
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min={MIN_CHARACTER_COUNT}
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max={MAX_CHARACTER_COUNT}
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value={row.count}
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onChange={(e) =>
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updateRow(i, { count: Math.round(Number(e.target.value)) })
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}
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aria-label={`第 ${i + 1} 行数量`}
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className="w-20"
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/>
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<Button
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variant="ghost"
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size="icon"
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onClick={() => removeRow(i)}
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disabled={rows.length <= 1}
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aria-label={`删除第 ${i + 1} 行`}
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>
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<X className="h-4 w-4" aria-hidden="true" />
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</Button>
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</div>
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))}
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<div className="flex items-center justify-between">
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<Button variant="outline" size="sm" onClick={addRow}>
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<Plus className="h-4 w-4" aria-hidden="true" />
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添加定位
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</Button>
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<span className="text-xs text-ink-soft">
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合计 {effectiveTotal} / {MAX_CHARACTER_COUNT} 张
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</span>
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</div>
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</div>
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);
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}
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13
apps/web/lib/api/schema.d.ts
vendored
13
apps/web/lib/api/schema.d.ts
vendored
@@ -997,6 +997,10 @@ export interface components {
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/**
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* CharacterGenerateRequest
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* @description POST /projects/:id/characters/generate:据需求生成角色卡(预览,群像防雷同)。
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*
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* `role_mix`(⑦ 群像按定位配比)与 `count` 的关系:`role_mix` 在场时 `count` 取各值之和
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* (忽略客户端显式 count),每项数量须 ≥ 1、总和须 ≤ `MAX_GENERATE_COUNT`;缺省则退回
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* 单一 `role` + `count` 语义。
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*/
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CharacterGenerateRequest: {
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/**
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@@ -1006,7 +1010,7 @@ export interface components {
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brief: string;
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/**
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* Count
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* @description 生成数量
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* @description 生成数量(role_mix 在场时取各值之和)
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* @default 1
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*/
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count: number;
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@@ -1015,6 +1019,13 @@ export interface components {
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* @description 角色定位(主角/CP/对手/导师/工具人 等)
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*/
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role?: string | null;
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/**
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* Role Mix
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* @description 按定位配比生成 {定位: 数量};在场时 count=各值之和(每项≥1、总和≤12)
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*/
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role_mix?: {
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[key: string]: number;
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} | null;
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};
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/**
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* CharacterIngestRequest
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@@ -16,6 +16,8 @@ import {
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mergeCharacterCards,
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mergeWorldEntities,
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MIN_CHARACTER_COUNT,
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roleMixTotal,
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sanitizeRoleMix,
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updateCard,
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worldEntityRules,
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} from "./cards";
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@@ -62,6 +64,62 @@ describe("buildCharacterGenerateRequest", () => {
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role: "对手",
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});
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});
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it("uses role_mix (count=sum, no single role) when a mix is supplied", () => {
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expect(
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buildCharacterGenerateRequest("群像", 1, "忽略", {
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主角: 1,
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对手: 2,
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配角: 3,
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}),
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).toEqual({
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brief: "群像",
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count: 6,
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role_mix: { 主角: 1, 对手: 2, 配角: 3 },
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});
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});
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it("falls back to count/role when role_mix is empty", () => {
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expect(buildCharacterGenerateRequest("群像", 4, "主角", {})).toEqual({
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brief: "群像",
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count: 4,
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role: "主角",
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});
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});
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});
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describe("sanitizeRoleMix", () => {
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it("trims roles, drops blanks, clamps counts to >=1, dedups", () => {
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expect(
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sanitizeRoleMix([
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{ role: " 主角 ", count: 2 },
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{ role: "", count: 3 }, // 空定位丢弃
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{ role: "对手", count: 0 }, // clamp 到 1
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{ role: "主角", count: 5 }, // 重复定位丢弃(先到先得)
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]),
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).toEqual({ 主角: 2, 对手: 1 });
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});
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it("caps the running total at MAX_CHARACTER_COUNT", () => {
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const out = sanitizeRoleMix([
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{ role: "主角", count: 10 },
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{ role: "对手", count: 5 }, // 只剩 2 额度
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{ role: "配角", count: 3 }, // 无额度,丢弃
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]);
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expect(out).toEqual({ 主角: 10, 对手: 2 });
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expect(roleMixTotal(out)).toBe(MAX_CHARACTER_COUNT);
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});
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it("returns empty object when no valid rows", () => {
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expect(sanitizeRoleMix([{ role: " ", count: 3 }])).toEqual({});
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});
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});
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describe("roleMixTotal", () => {
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it("sums counts", () => {
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expect(roleMixTotal({ 主角: 1, 对手: 2 })).toBe(3);
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expect(roleMixTotal({})).toBe(0);
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});
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});
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describe("buildCharacterIngestRequest", () => {
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Binary file not shown.
@@ -53,6 +53,24 @@ describe("useCharacterGen", () => {
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expect(toast).not.toHaveBeenCalled();
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});
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it("按定位配比生成:请求体带 role_mix、count 取各值之和", async () => {
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post.mockResolvedValue({ data: { cards: [] }, error: null });
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const { result } = renderHook(() => useCharacterGen());
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await act(async () => {
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await result.current.generate({
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projectId: "p1",
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brief: "群像",
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count: 1,
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role: "忽略",
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roleMix: { 主角: 1, 对手: 2 },
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});
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});
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const body = post.mock.calls[0]?.[1]?.body;
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expect(body.role_mix).toEqual({ 主角: 1, 对手: 2 });
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expect(body.count).toBe(3);
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expect(body.role).toBeUndefined();
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});
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it("生成成功但 cards 缺失:回退为空数组", async () => {
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post.mockResolvedValue({ data: { cards: null }, error: null });
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const { result } = renderHook(() => useCharacterGen());
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@@ -21,6 +21,8 @@ export interface CharacterGenInput {
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brief: string;
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count: number;
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role?: string | null;
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// 群像按定位配比(⑦);在场时后端把 count 定为各值之和,忽略 count/role。
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roleMix?: Readonly<Record<string, number>> | null;
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}
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export interface UseCharacterGen {
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@@ -50,7 +52,7 @@ export function useCharacterGen(): UseCharacterGen {
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const toast = useToast();
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const generate = useCallback<UseCharacterGen["generate"]>(
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async ({ projectId, brief, count, role }) => {
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async ({ projectId, brief, count, role, roleMix }) => {
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setGenStatus("generating");
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setCards([]);
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setConflicts(null);
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@@ -60,7 +62,7 @@ export function useCharacterGen(): UseCharacterGen {
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"/projects/{project_id}/characters/generate",
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{
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params: { path: { project_id: projectId } },
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body: buildCharacterGenerateRequest(brief, count, role),
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body: buildCharacterGenerateRequest(brief, count, role, roleMix),
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},
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);
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if (error || !data) {
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